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hawk_knight
03-01-2006, 11:57
voted for Angryminers mod Glory of God

Timotheus
04-01-2006, 03:02
I'm currently using Elvain's modd along with a personal change to make highlanders require a sword mastersmithy and have +2 morale.

Doux
04-01-2006, 13:45
Mastersmithy, for their weak swords??

Timotheus
05-01-2006, 05:13
A six-foot long claymore requires much more skill in making than the things used by more ordinary swordsmen. Historically at least they were quite powerful; not sure if that is properly reflected in the game.

Doux
05-01-2006, 21:58
Well, Highlanders have in vanilla KoH only like 70 CTK, so that's, in my opinion, definitely not needing a Mastersmithy.

Elvain
30-09-2006, 10:23
I just like polls, so I revive some of them :rolleyes:

Doux
30-09-2006, 11:12
Not all of the mods present are listed :biggrin:

Elvain
30-09-2006, 11:24
oh yes, the thread is old.

could any mod please add Douxes mod? Name of the Rose?:wink:

or maybe start a new poll? I don't know

Angryminer
30-09-2006, 13:36
:go:

Angryminer

Mortimer
01-10-2006, 06:59
I must say as a fan of the game concept, but not all into the whole editing files to make the game good. I would like to thank all the modders for their hard work and allowing people to download their mods giving this flawed with a great concept a chance to shine. Without you guys I would have not played this game in a couple years but I find myself still getting into because it is always different and rather challenging.

Also am curious what happens if the new patch comes? I doubt most the mods will work with the hypothetical next version and hopefully most of the stuff with be changed in a way to make the game challenging without a mod. Sadly though I feel it will not be perfect, and am wondering if any of the modders plan to modify their mods to fix any issues left with the patch?

Elvain
01-10-2006, 08:54
At the moment I can't say much , but I would like to edit my mod to be working also for the game with the second patch.

If it won't include my mapchanges, I will transfrom them to fit the patch.

Also I think that knights' costs in my mod are too specific as I try to motivate Ai to play my style of playing KoH (use as many proffessions as possible, especialy to use merchants, clerics and spies) and thus they won't be included.

I would be glad to abandon my(Angryminer's at first) concept of exotics being transformed to trade goods.

in other aspects we will see.

I would like to go on modding, I hope I will have some time for it